游戏软体购买行为

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The Behavior of Buying Video Games

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M Vaunt Com Media Corporation, Canada

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Yi-Horng Lai, Department of Information Management, Far-East College Yi-Ling Yu, Vaunt Com Media Corporation, Canada

ABSTRACT

A survey of 228 game players in U.S.A. was conducted; research results were generated through the use of descriptive analysis and multiple regression analysis. The results of this study showed that a video game’s creativity, challenge, control, sensory gratification, socialization, audio effect, visual effect, and storytelling have positive relevance to engage consumers’ minds and stimulate their imagination to play or purchase video games. The results also showed that gender differences can influence the individual types of video games purchased. Three age groups (18 to 24, 25 to 34, and 35 to 56) had different patterns of purchasing video games.

The results showed that respondents’ buying behavior is significantly influenced by the characteristics of interactivity and vividness. This study contributed to developing the characteristics of video games by identifying to what extent consumers’ emotional responses and behaviors are directly affected by interactivity and vividness in gaming characteristics. The framework of this

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